I thought the above would first translate the object (lets say to (0,10,0))

Then it would do a rotation around the origin (0,0,0)

However, when I actually code this up it does the rotation around the center of the object. I'm a little confused by that. I thought if you want to rotate the object around it's own center you need to do the rotation first then the translation.

Can someone point out where I'm wrong in my thinking?

On another note. Shouldn't these two blocks of code do the exact same thing? BLock 1 works for me and Block 2 does not.

Because the transforms are applied starting at the outer nodes (in this case the shape) and folded inwards.

The order in which the above transforms are applied is "Translate" then "Rotate"

Root -> Translate -> Rotate -> ourShape as you saw rotates the shape in it's place (which is also useful).

When in doubt - try reversing the order as the chances are you just got it back to front

With your second question - read the javadoc and/or source.

You will see that "set" (unlike "setTranslation") resets all other components (rotation and scale) to the identity matrix. "setTranslation" only effects the translational components. This is a very important "feature" of Transform3D's methods - which ones reset and which ones don't.

I am guessing that's the problem - if you post the complete method I can look at it closer (although it's just a moot point isn't it? It's much cleaner to use setTranslation which is why it's provided).

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org